﻿// Behavior originally contributed by HighVoltz / revamp by Chinajade
//
// LICENSE:
// This work is licensed under the
//     Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
// also known as CC-BY-NC-SA.  To view a copy of this license, visit
//      http://creativecommons.org/licenses/by-nc-sa/3.0/
// or send a letter to
//      Creative Commons // 171 Second Street, Suite 300 // San Francisco, California, 94105, USA.


#region Summary and Documentation
// WAITFORPATROL waits at a safe location until an NPC is a specified distance away.
// The behavior has the following characteristics:
//  * The 'safe location' can either be an NPC, or an X/Y/Z coordinates
//  * The mob we're avoiding must be both a minimum distance away, _and_ facing away from us.
//      This assures the mob is not pathing towards us.
//
// BEHAVIOR ATTRIBUTES:
// Basic Attributes:
//      AvoidDistance [REQUIRED]
//          This is the minimum distance the AvoidMobId must be from our safe spot.
//      AvoidMobId [REQUIRED]
//          This is the Id of the NPC on which we should wait to clear the area.
//      MoveToMobId [REQUIRED, if X/Y/Z is omitted]
//          This is the Id of the NPC to which we should move for a 'safe spot'.
//      X/Y/Z [REQUIRED, if MoveToMobId is omitted]
//          This specifies the location of a 'safe spot' where the toon should loiter
//          while waiting for the AvoidMobId to clear the area.
//
// Quest binding:
//      QuestId [REQUIRED if EventCompleteWhen=QuestComplete; Default:none]:
//      QuestCompleteRequirement [Default:NotComplete]:
//      QuestInLogRequirement [Default:InLog]:
//          A full discussion of how the Quest* attributes operate is described in
//          http://www.thebuddyforum.com/mediawiki/index.php?title=Honorbuddy_Programming_Cookbook:_QuestId_for_Custom_Behaviors
//      QuestObjectiveIndex [REQUIRED if EventCompleteWhen=QuestObjectiveComplete]
//          [on the closed interval: [1..5]]
//          This argument is only consulted if EventCompleteWhen is QuestObjectveComplete.
//          The argument specifies the index of the sub-goal of a quest.
//
// Tunables (ideally, the profile would _never_ provide these arguments):
//      MovementBy [optional; Default: NavigatorPreferred]
//          [allowed values: ClickToMoveOnly/NavigatorOnly/NavigatorPreferred]
//          Allows alternative navigation techniques.  You should provide this argument
//          only when an area is unmeshed, or not meshed well.  If ClickToMoveOnly
//          is specified, the area must be free of obstacles; otherwise, the toon
//          will get hung up.
//
// BEHAVIOR EXTENSION ELEMENTS (goes between <CustomBehavior ...> and </CustomBehavior> tags)
// See the "Examples" section for typical usage.
//      FollowPath [optional]
//          The FollowPath will be used to ingress into an area once a mob has been
//          determined to be 'clear'.  This allows for following a very precise path
//          into an unsafe area.  An additional benefit is if the AvoidMob turns around
//          and starts coming back, the FollowPath is used to return the toon back to the
//          safe spot until the AvoidMob is clear again.
//          There are several attributes that may be supplied to the FollowPath
//          extension element:
//              EgressDistance [optional, Default: one-third of AvoidDistance]
//                  Any time the AvoidMob gets within EgressDistance of the toon,
//                  the toon will return to the safe spot and re-evaluate the situation.
//              Strategy [optional, Default: StalkMobAtAvoidDistance]
//                  Allowed Values: StalkMobAtAvoidDistance / WaitForAvoidDistance
//                  This value determines how AvoidDistance triggers the use of FollowPath.
//                  With StalkMobAtAvoidDistance, the AvoidMob will be followed at
//                  AvoidDistance.  If the AvoidMob stops, the toon will stop until the
//                  AvoidMob continues moving away.  If the AvoidMob starts moving toward
//                  the toon, the toon will move back to the safespot when AvoidMob
//                  gets within EgressDistance.
//                  With WaitForAvoidDistance, the toon waits until AvoidMob is AvoidDistance
//                  away before it starts using the FollowPath.
//              DismissPet [optional, Default: false]
//                  A pet usually follows its owner two yards to the left of the owner
//                  as it travels.  This is sometimes enough to cause trouble in tight
//                  areas.  This attribute arranges to dismiss any pet before traversing
//                  the FollowPath.
//
// THINGS TO KNOW:
// * The AvoidMobId must meet both of the following criteria before the behavior terminates:
//      + AvoidMobId is greater than AvoidDistance away from our safe spot.
//      + AvoidMobId must be facing away from our safe spot.
//      This means you should choose the safe spot such that the mob is facing away
//      from you when you want to declare 'area clear'.
// * All looting and harvesting is turned off while the event is in progress.
// * This behavior sets the PullDistance to zero while it is in operation.
// * If both MoveToMobId _and_ X/Y/Z are specified, the MoveToMobId takes precedence.
//      I.e., the behavior will move to the MoveToMobId as a safe spot _instead_
//      of the specified X/Y/Z location.
// * The behavior will mount to travel to our safe spot, if appropriate.
// * The behavior will automatically dismount once its arrives at our safe spot.
#endregion


#region FAQs
// * I've set the AvoidDistance very low (say 20), but it takes a while before the behavior
//   decides the patrol is 'clear'.  Why?
//      A 'clear' patrol is determined by _two_ pieces of Battlefield state: the AvoidDistance
//      _and_ whether or the mob is facing you.  If the mob is facing you, it is assumed that
//      the mob is pathing toward you.  The behavior waits until the mob is pathing away
//      (i.e., no longer facing you) and beyond AvoidDistance before deciding
//      the mob is 'clear'.
//
// * I'm using a FollowPath, and the toon is running in after the patrol clears,
//   then running back to the safe spot.  What is wrong?
//      The behavior is configured incorrectly, and there are two solutions to this problem.
//      1) Incresae the value of AvoidDistance to the apex of the AvoidMobId's path (measured
//          from your safe spot.
//      2) Change the Strategy of the FollowPath to "StalkMobAtAvoidDistance".
//          This arranges to follow the AvoidMobId at a safe distance.
//
#endregion


#region Examples
// "Breaking Out is Hard to Do" (http://wowhead.com/quest=26587).
// The Blackrock Worg Captain (http://wowhead.com/43341) guards a key that is surrounded by 40 or so dogs.
// You must wait until the Captain clears, then thread your way through a very tight path
// to fetch the key.
// We use the "FollowPath" variant for this quest.  This allows us to safely move back to our 'safe spot'
// if the Captain gets too close while we're fetching the key.
//
//	    <CustomBehavior File="SpecificQuests\DeathknightStart\WaitForPatrol" AvoidMobId="43341" AvoidDistance="35"
//  		X="-9211.345" Y="-2775.24" Z="90.38371" >
//      	<FollowPath Strategy="StalkMobAtAvoidDistance" DismissPet="true" EgressDistance="25" >
//              <Hotspot X="-9202.807" Y="-2775.259" Z="90.38366" />
//              <Hotspot X="-9186.497" Y="-2770.601" Z="88.68089" />
//              <Hotspot X="-9165.448" Y="-2743.158" Z="88.74001" />
//          </FollowPath>
//      </CustomBehavior>
//
// "Grand Theft Palomino" (http://www.wowhead.com/quest=12680)
// This is one of the Death Knight 'starter' quests.  To complete, we must wait for 
// Stable Master Kitrik (http://wowhead.com/npc=28683) to be at a safe distance, before we
// walk in and steal the horse.
//
//      <CustomBehavior File="WaitForPatrol" AvoidMobId="28683" AvoidDistance="85"
//          X="2175.955" Y="-5769.175" Z="101.3312" />
// 
#endregion


#region Usings
using System;
using System.Collections.Generic;
using System.Linq;
using System.Xml.Linq;
using Bots.Grind;
using CommonBehaviors.Actions;
using Honorbuddy.QuestBehaviorCore;
using Honorbuddy.QuestBehaviorCore.XmlElements;
using Styx;
using Styx.CommonBot;
using Styx.CommonBot.Coroutines;
using Styx.CommonBot.POI;
using Styx.CommonBot.Profiles;
using Styx.Helpers;
using Styx.Pathing;
using Styx.TreeSharp;
using Styx.WoWInternals;
using Styx.WoWInternals.WoWObjects;

using Action = Styx.TreeSharp.Action;
#endregion


namespace Honorbuddy.Quest_Behaviors.DeathknightStart.WaitForPatrol
{
	[CustomBehaviorFileName(@"WaitForPatrol")]
	[CustomBehaviorFileName(@"SpecificQuests\DeathknightStart\WaitForPatrol")]  // old location
	public class WaitForPatrol : QuestBehaviorBase
	{
		#region Constructor and Argument Processing
		public WaitForPatrol(Dictionary<string, string> args)
			: base(args)
		{
			try
			{
				// NB: Core attributes are parsed by QuestBehaviorBase parent (e.g., QuestId, NonCompeteDistance, etc)

				AvoidDistance = GetAttributeAsNullable<double>("AvoidDistance", true, ConstrainAs.Range, new[] { "Distance" }) ?? 20.0;
				MobIdToAvoid = GetAttributeAsNullable<int>("AvoidMobId", true, ConstrainAs.MobId, new[] { "MobId" }) ?? 0;
				MobIdToMoveNear = GetAttributeAsNullable<int>("MoveToMobId", false, ConstrainAs.MobId, new[] { "MoveToMobID" }) ?? 0;
				SafespotLocation = GetAttributeAsNullable<WoWPoint>("", true, ConstrainAs.WoWPointNonEmpty, null) ?? WoWPoint.Empty;

				// Tunables...
			}

			catch (Exception except)
			{
				// Maintenance problems occur for a number of reasons.  The primary two are...
				// * Changes were made to the behavior, and boundary conditions weren't properly tested.
				// * The Honorbuddy core was changed, and the behavior wasn't adjusted for the new changes.
				// In any case, we pinpoint the source of the problem area here, and hopefully it
				// can be quickly resolved.
				QBCLog.Exception(except);
				IsAttributeProblem = true;
			}
		}


		// Attributes provided by caller
		private double AvoidDistance { get; set; }
		private int MobIdToAvoid { get; set; }
		private int MobIdToMoveNear { get; set; }
		private WoWPoint SafespotLocation { get; set; }


		protected override void EvaluateUsage_DeprecatedAttributes(XElement xElement)
		{
			// empty, for now
		}


		protected override void EvaluateUsage_SemanticCoherency(XElement xElement)
		{
			// empty, for now
		}
		#endregion


		#region Private and Convenience variables
		private enum StateType_MainBehavior
		{
			MovingToSafespot,  // Initial state
			PathIngressing,
			PathRetreating,
			DestinationReached,
		};

		private SafePathType FollowPath { get; set; }
		private WoWUnit Mob_ToAvoid { get; set; }
		private WoWUnit Mob_ToMoveNear { get; set; }
		private Queue<WaypointType> Path_Egress { get; set; }
		private Queue<WaypointType> Path_Ingress { get; set; }
		private StateType_MainBehavior State_MainBehavior
		{
			get { return _state_MainBehavior; }
			set
			{
				if (_state_MainBehavior == value)
					{ return; }
				
				// For DEBUGGING...
				QBCLog.DeveloperInfo("State_MainBehavior: {0}", value);

				// Disable any settings that may interupt us
				// NOTE: the ConfigMemento in QuestBehaviorBase restores these settings to their
				// normal values when OnFinished() is called.
				if (value == StateType_MainBehavior.MovingToSafespot)
				{
					// we only want to deal with aggro while in this state.
					LevelBot.BehaviorFlags = BehaviorFlags.All & ~(BehaviorFlags.Loot | BehaviorFlags.Pull | BehaviorFlags.Vendor | BehaviorFlags.Roam);
				}
				else
				{
					// We do not want any interuptions while not MOVINGTOSAFESPOT.
					LevelBot.BehaviorFlags = BehaviorFlags.All & ~(BehaviorFlags.Loot | BehaviorFlags.Combat | BehaviorFlags.Vendor | BehaviorFlags.Roam);
				}

				_state_MainBehavior = value;
			}
		}

		private StateType_MainBehavior _state_MainBehavior;
		#endregion


		#region Overrides of CustomForcedBehavior
		// DON'T EDIT THESE--they are auto-populated by Subversion
		public override string SubversionId { get { return ("$Id: WaitForPatrol.cs 1733 2014-10-14 10:39:58Z Dogan $"); } }
		public override string SubversionRevision { get { return ("$Revision: 1733 $"); } }

		// CreateBehavior supplied by QuestBehaviorBase.
		// Instead, provide CreateMainBehavior definition.

		// Dispose provided by QuestBehaviorBase.

		// IsDone provided by QuestBehaviorBase.
		// Call the QuestBehaviorBase.BehaviorDone() method when you want to indicate your behavior is complete.

		// OnFinished provided by QuestBehaviorBase.

		public override void OnStart()
		{
			// FollowPath processing...
			// NB: We had to defer this processing from the constructor, because XElement isn't available
			// to parse child XML nodes until OnStart() is called.
			FollowPath = SafePathType.GetOrCreate(Element, "FollowPath", AvoidDistance / 3.0, SafespotLocation);
			IsAttributeProblem |= FollowPath.IsAttributeProblem;
			
			// Let QuestBehaviorBase do basic initializaion of the behavior, deal with bad or deprecated attributes,
			// capture configuration state, install BT hooks, etc.  This will also update the goal text.
			var isBehaviorShouldRun =
				OnStart_QuestBehaviorCore(
					string.Format("Using safe spot {0} until '{1}' moves {2:F1} yards away.",
						SafespotLocation,
						Utility.GetObjectNameFromId(MobIdToAvoid),
						AvoidDistance));

			// If the quest is complete, this behavior is already done...
			// So we don't want to falsely inform the user of things that will be skipped.
			if (isBehaviorShouldRun)
			{
				// Disable any settings that may interfere with the escort --
				// When we escort, we don't want to be distracted by other things.
				// NOTE: these settings are restored to their normal values when the behavior completes
				// or the bot is stopped.
				CharacterSettings.Instance.HarvestHerbs = false;
				CharacterSettings.Instance.HarvestMinerals = false;
				CharacterSettings.Instance.LootChests = false;
				CharacterSettings.Instance.NinjaSkin = false;
				CharacterSettings.Instance.SkinMobs = false;

				// Disable any settings that may interupt us
				// NOTE: the ConfigMemento in QuestBehaviorBase restores these settings to their
				// normal values when OnFinished() is called.
				LevelBot.BehaviorFlags &= ~(BehaviorFlags.Loot | BehaviorFlags.Pull | BehaviorFlags.Vendor | BehaviorFlags.Roam);

				State_MainBehavior = StateType_MainBehavior.MovingToSafespot;
			}
		}
		#endregion


		#region Main Behaviors
		//protected override Composite CreateBehavior_CombatMain()
		//{
		//	return new PrioritySelector(
		//		new Decorator(context => (State_MainBehavior == StateType_MainBehavior.PathIngressing)
		//									|| (State_MainBehavior == StateType_MainBehavior.PathRetreating),
		//			CreateBehavior())
		//		);
		//}


		protected override Composite CreateBehavior_CombatOnly()
		{
			return new PrioritySelector(
				// NB: Since we highlight the target we're watching while we're waiting...
				// If we get into combat, we don't want Honorbuddy running off to chase the currently highlighted
				// target (its usually an elite).  So, if the selected target not attacking us, we clear the target,
				// so Honorbuddy can make a proper target selection.
				new Decorator(context => Me.GotTarget && !Me.CurrentTarget.IsTargetingMeOrPet,
					new Action(context =>
					{
						BotPoi.Clear();
						Me.ClearTarget();
					}))
			);
		}


		protected override Composite CreateBehavior_DeathMain()
		{
			return new PrioritySelector(
				// empty, for now
				);
		}


		protected override Composite CreateMainBehavior()
		{
			return new PrioritySelector(
				new Decorator(context => !Query.IsViable(Mob_ToAvoid),
					new ActionFail(context =>
					{
						Mob_ToAvoid =
							Query.FindMobsAndFactions(Utility.ToEnumerable<int>(MobIdToAvoid))
							.FirstOrDefault()
							as WoWUnit;
					})),

				new Decorator(context => !Query.IsViable(Mob_ToMoveNear),
					new ActionFail(context =>
					{
						Mob_ToMoveNear =
							Query.FindMobsAndFactions(Utility.ToEnumerable<int>(MobIdToMoveNear))
							.FirstOrDefault()
							as WoWUnit;
					})),

				// Stateful Operation:
				// NB: We do not allow combat in all states.  Fighting is mostl limited to our 'safespot' position.
				new Switch<StateType_MainBehavior>(context => State_MainBehavior,
					new Action(context =>   // default case
					{
						var message = string.Format("StateType_MainBehavior({0}) is unhandled", State_MainBehavior);
						QBCLog.MaintenanceError(message);
						TreeRoot.Stop();
						BehaviorDone(message);
					}),

					new SwitchArgument<StateType_MainBehavior>(StateType_MainBehavior.MovingToSafespot,
						StateBehaviorPS_MovingToSafeSpot()),

					new SwitchArgument<StateType_MainBehavior>(StateType_MainBehavior.PathIngressing,
						StateBehaviorPS_PathIngressing()),

					new SwitchArgument<StateType_MainBehavior>(StateType_MainBehavior.PathRetreating,
						StateBehaviorPS_PathRetreating()),

					new SwitchArgument<StateType_MainBehavior>(StateType_MainBehavior.DestinationReached,
						StateBehaviorPS_DestinationReached())
				));
			}
		#endregion


		#region State Behaviors
		private Composite StateBehaviorPS_DestinationReached()
		{
			return new PrioritySelector(
				new Action(context =>
				{
					Me.ClearTarget();
					BehaviorDone("Destination Reached");
				})
			);
		}


		private Composite StateBehaviorPS_MovingToSafeSpot()
		{
			return new PrioritySelector(                
				// If a "Move Near" mob was specified, move to it...
				new Decorator(context => MobIdToMoveNear > 0,
					new PrioritySelector(
						new Decorator(context => Query.IsViable(Mob_ToMoveNear),
							new PrioritySelector(
								// Target the MoveToNpc, as feedback to the user...
								new ActionFail(context => { Utility.Target(Mob_ToMoveNear); }),

								// Move to mob...
                                new ActionRunCoroutine(
                                    context => UtilityCoroutine.MoveTo(
                                        Mob_ToMoveNear.Location,
                                        Mob_ToMoveNear.SafeName, 
                                        MovementBy))
							)),

						// Need to wait for Mob to respawn...
						new Decorator(context => !Query.IsViable(Mob_ToMoveNear),
							new Action(context =>
							{
								TreeRoot.StatusText = string.Format("Waiting for {0} to respawn", Utility.GetObjectNameFromId(MobIdToMoveNear));
							}))
					)),

				// No "Move Near" mob, so use the provided Safe spot coordinates...
				new Decorator(context => MobIdToMoveNear <= 0,
                    new ActionRunCoroutine(
                        context => UtilityCoroutine.MoveTo(
                            SafespotLocation,
                            "safe spot", 
                            MovementBy))),

				// Dismount once we've arrived at mob or destination...
				new Mount.ActionLandAndDismount(),

				new Decorator(ctx => StyxWoW.Me.IsMoving, new Action(ctx => WoWMovement.MoveStop())),

				// Target and Face the AvoidNpc, as feedback to the user...
				new ActionFail(
					context =>
					{Utility.Target(Mob_ToAvoid, true);}),

				// If AvoidNpc is not around,
				// or if AvoidNpc is prescribed distance away, and facing away from us,
				// we're done...
				new Decorator(context => IsSafeToMoveToDestination(Mob_ToAvoid),
					new Action(context =>
					{
						FollowPath.DismissPetIfNeeded();
						Path_Ingress = null;
						Path_Egress = null;
						State_MainBehavior = StateType_MainBehavior.PathIngressing;
					})),

				// Tell user what we're up to...
				new CompositeThrottle(Throttle.UserUpdate,
					new Action(context =>
					{
						TreeRoot.StatusText =
							string.Format("Waiting for '{0}' to move {1:F1}/{2:F1} yards away, and pathing away from us.",
                                Mob_ToAvoid.SafeName,
								Mob_ToAvoid.Distance,
								AvoidDistance);
					}))
			);         
		}


		private Composite StateBehaviorPS_PathIngressing()
		{
			return new PrioritySelector(
				// If no Ingress path exists, build it...
				new Decorator(context => Path_Ingress == null,
					new Action(context => { Path_Ingress = FollowPath.FindPath_Ingress(); })),

				// If we've consumed our Ingress path (or the one we initially built is empty), we're done...
				new Decorator(context => !Path_Ingress.Any(),
					new Action(context => { State_MainBehavior = StateType_MainBehavior.DestinationReached; })),

				// If Mob_ToAvoid is too close or we get in combat, abandon current ingress, and retreat back to safespot...
				new Decorator(context => Query.IsViable(Mob_ToAvoid)
										&& ((Mob_ToAvoid.Distance < FollowPath.EgressDistance) || Me.Combat),
					new Action(context =>
					{
						Path_Ingress = null;
						Path_Egress = null;
						State_MainBehavior = StateType_MainBehavior.PathRetreating;
					})),

				new Switch<SafePathType.StrategyType>(context => FollowPath.Strategy,
					new Action(context =>   // default case
					{
						var message = string.Format("FollowPathStrategyType({0}) is unhandled", FollowPath.Strategy);
						QBCLog.MaintenanceError(message);
						TreeRoot.Stop();
						BehaviorDone(message);
					}),

					new SwitchArgument<SafePathType.StrategyType>(SafePathType.StrategyType.StalkMobAtAvoidDistance,
						new Decorator(context => Query.IsViable(Mob_ToAvoid) && (Mob_ToAvoid.Distance < AvoidDistance),
							new PrioritySelector(
                                new ActionRunCoroutine(context => CommonCoroutines.StopMoving()),
								new ActionAlwaysSucceed()
							))),

					new SwitchArgument<SafePathType.StrategyType>(SafePathType.StrategyType.WaitForAvoidDistance,
						new PrioritySelector(
							// No addition action needed to implement strategy for now
						))
				),

				// If we've arrived at the current ingress waypoint, dequeue it...
				new Decorator(context => Navigator.AtLocation(Path_Ingress.Peek().Location),
					new Action(context =>
					{
						FollowPath.DismissPetIfNeeded();
						Path_Ingress.Dequeue();
					})),

				// Follow the prescribed ingress path, if its still safe to proceed...
				new Decorator(context => IsSafeToMoveToDestination(Mob_ToAvoid),
                    new ActionRunCoroutine(
                        context => UtilityCoroutine.MoveTo(
                            Path_Ingress.Peek().Location,
                            "follow ingress path", 
                            MovementBy))),

				// If mob is heading our direction, hold position...
				new Decorator(context => !IsSafeToMoveToDestination(Mob_ToAvoid),
					new Sequence(
						new Action(context =>
						{
                            TreeRoot.StatusText = string.Format("Holding position to evaluate {0}'s actions.", Mob_ToAvoid.SafeName);
						}),
                        new ActionRunCoroutine(context => CommonCoroutines.StopMoving())
					))
			);
		}


		private Composite StateBehaviorPS_PathRetreating()
		{
			return new PrioritySelector(
				// If no Egress path, build it...
				new Decorator(context => Path_Egress == null,
					new Action(context =>
					{
						Path_Egress = FollowPath.FindPath_Egress(Mob_ToAvoid);
						QBCLog.Info("Retreating back to safespot due to {0}.",
							Me.Combat
							? "combat"
                            : string.Format("{0} too close (dist: {1:F1})", Mob_ToAvoid.SafeName, Mob_ToAvoid.Distance));
					})),

				// If we've come to the end of our egress path, move back to safe spot...
				new Decorator(context => !Path_Egress.Any(),
					new Action(context =>
					{
						Path_Ingress = null;
						Path_Egress = null;
						State_MainBehavior = StateType_MainBehavior.MovingToSafespot;
					})),

				// If we've arrived at the current waypoint, dequeue it...
				new Decorator(context => Navigator.AtLocation(Path_Egress.Peek().Location),
					new Action(context => { Path_Egress.Dequeue(); })),

                new ActionRunCoroutine(
                    context => UtilityCoroutine.MoveTo(
                        Path_Egress.Peek().Location,
                        "retreat", 
                        MovementBy))
			);
		}
		#endregion


		#region Helpers

		private bool IsSafeToMoveToDestination(WoWUnit avoidNpc)
		{
			// Its safe to move when:
			// * avoidNpc is not around
			// * avoidNpc is not in combat, and its the prescribed distance away, and facing away from us.
			// NB: We use the 'combat' check because if the avoidNpc is in combat, he situation of 'safe to move'
			// can rapidly change.  This usually happens when the NPC is busy killing another player.
			return !Query.IsViable(avoidNpc)
					|| (!avoidNpc.Combat
						&& (avoidNpc.Distance > AvoidDistance)
						&& !avoidNpc.IsSafelyFacing(Me, 150));
		}
		#endregion
	}
}
